The Delver, a professional adventurer [new base class, PEACH]

FoxWander

Adventurer
NOTE: New version 2.0 posted below (post 16) incorporating suggestions and some new stuff. Please check it out.


This is my attempt at a jack-of-all-trades adventurer class. I really feel that in the D&D world there would be some sort of "professional" dungeon delver. While it can be argued that ALL adventurers fall into that category, none of them are built from the ground up to really embrace the adventuring life- the Delver is. Of course he can't do it alone, but he is focused towards that goal.

Mechanically, this is a beguiler/warmage/dread necromancer style spellcaster with a utility-based spell list, some roguish abilities, and some utility in combat (which could be enhance with proper feat choices. I think it balances pretty well with the archetypes above without "stepping on anyone's toes" so to speak- but I'm obviously biased and I'd like some honest opinions. Also, I'm looking to play this class in an upcoming campaign so any advice towards fixing/balancing/tweaking to make it work would be very appreciated.

The class is in BBcode below in a spoiler so as not to overwhelm this post with a wall of text. There is also a word doc attached for offline perusal. Please let me know what you think. Thanks.

The Delver
[sblock]

"It's not just an adventure... it's a job!"
- Crius Aelathran, human Delver


Dungeon crawler, relic hunter, treasure seeker, tomb raider, or the local constable’s “pain in the @$$”- this is the delver. Whether its fighting, sneaking or hurling spells this jack-of-all-trades is prepared for anything and ever alert for danger. While some people dabble in these things and call themselves “adventurers”, the delver is a professional.

Making a Delver

Abilities: Intelligence is a prime ability for delvers. It determines the spells a delver can cast, how hard they are to resist, and is key in many class abilities. Dexterity will help a delver avoid the blows that would get past his light armor. Strength and Constitution will benefit those delvers who prefer melee combat. Wisdom, in addition to bolster a delver's willpower, is mainly useful for its benefit to perception.

Races/Alignment: Any

Table 1: The Delver
Code:
                                                                                       Spells per Day
Lvl  BAB    Fort  Ref  Will   Class Abilities                           0   1st  2nd  3rd  4th  5th  6th  7th  8th  9th
-----------------------------------------------------------------------------------------------------------------------
1    +0      +0   +2    +0    Armored Mage, Trapfinding, Delver Lore    5    3    -    -    -    -    -    -    -    -
2    +1      +0   +3    +0    Combat Tactics                            6    4    -    -    -    -    -    -    -    -
3    +1      +1   +3    +1    Advanced Learning                         6    5    -    -    -    -    -    -    -    -
4    +2      +1   +4    +1                                              6    6    3    -    -    -    -    -    -    -
5    +2      +1   +4    +1    Evasion                                   6    6    4    -    -    -    -    -    -    -
6    +3      +2   +5    +2                                              6    6    5    3    -    -    -    -    -    -
7    +3      +2   +5    +2    Advanced Learning                         6    6    6    4    -    -    -    -    -    -
8    +4      +2   +6    +2                                              6    6    6    5    3    -    -    -    -    -
9    +4      +3   +6    +3    Special Ability                           6    6    6    6    4    -    -    -    -    -
10   +5      +3   +7    +3                                              6    6    6    6    5    3    -    -    -    -
11   +5      +3   +7    +3    Advanced Learning                         6    6    6    6    6    4    -    -    -    -
12   +6/+1   +4   +8    +4                                              6    6    6    6    6    5    3    -    -    -
13   +6/+1   +4   +8    +4    Special Ability                           6    6    6    6    6    6    4    -    -    -
14   +7/+2   +4   +9    +4                                              6    6    6    6    6    6    5    3    -    -
15   +7/+2   +5   +9    +5    Advanced Learning                         6    6    6    6    6    6    6    4    -    -
16   +8/+3   +5   +10   +5                                              6    6    6    6    6    6    6    5    3    -
17   +8/+3   +5   +10   +5    Special Ability                           6    6    6    6    6    6    6    6    4    -
18   +9/+4   +6   +11   +6                                              6    6    6    6    6    6    6    6    5    3
19   +9/+4   +6   +11   +6    Advanced Learning                         6    6    6    6    6    6    6    6    6    4
20   +10/+5  +6   +12   +6    Special Ability                           6    6    6    6    6    6    6    6    6    5

Game Rule Information
Delvers have the following game statistics.
Alignment: Any
Hit Die: d6
Starting Gold: 6d4 x 10 (155 gp)
Starting Age: as bard/ranger

Class skills
Appraise, Balance, Climb, Concentration, Craft, Decipher Script, Disable Device, Escape Artist, Gather Information, Handle Animal, Hide, Jump, Knowledge (all), Listen, Move Silently, Open Locks, Search, Spellcraft, Spot, Survival, Swim, Tumble, Use Magic Device, and Use Rope
Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Features
Weapon and Armor Proficiencies: Delvers are proficient with all simple weapons, all crossbows, whips, light armor and light shields.

Spells: A delver casts arcane spells, which are drawn from the delver spell list given below. He can cast any spell he knows without preparing it ahead of time. When a delver gains access to a new level of spells, he automatically knows all the spells for that level listed on the delver’s spell list. Essentially, his spell list is the same as his spells known list.
To cast a spell, a delver must have an Intelligence score of 10 + the spell’s level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a delver’s spell is 10 + the spell’s level + the delver’s Int modifier. Like other spellcasters, a delver can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the Delver Class Table. In addition, he receives bonus spells for a high Intelligence score (see Table 1–1, page 8 of the Player’s Handbook).
A delver need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause his spells to fail (if those spells have somatic components). A delver’s limited focus and specialized training, however, allows him to avoid arcane spell failure as long as he sticks to light armor and light shields. This training does not extend to any other form of armor or shield, nor does this ability apply to spells gained from a different spellcasting class.

Trapfinding (Ex): A delver can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook.

Delver Lore (Ex): The Delver’s research into legends, lore, and dungeons gives him a broad range of knowledge on the subject. A delver may make a special delver lore check with a bonus equal to his delver level + his Int modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the delver has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful delver lore check will not reveal the powers of a magic item but may give a hint as to its general function. A delver may not take 10 or take 20 on this check; this sort of knowledge is essentially random. See the bardic knowledge class feature, page 28 of the Player’s Handbook for the common DCs for this check.

Combat Tactics (Ex): Delver's take skillful advantage of distracted opponent's. In any combat situation where the delver's opponent would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the delver flanks his target, he applies his Intelligence bonus (if any) as a bonus on attack and damage rolls (in addition to any other bonus he may have). Targets immune to sneak attacks or critical hits are immune to the delver’s combat tactics. A delver cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Advanced Learning (Ex): At 3rd, 6th, 11th, 16th, and 19th level, a delver can add a new spell to his list, representing the result of personal study and experimentation. The spell must be a sorcerer/wizard spell, but it can be from any school. The spell is treated as being one level higher than normal (for example, acid arrow, a 2nd-level sorcerer/wizard spell, would be treated as a 3rd-level delver spell in this case). The delver must be capable of casting spells of the new spell’s adjusted level—for instance, he can’t choose a 3rd-level sorcerer/wizard spell at 6th level, because the spell is treated as a 4th-level spell for him. Once a new spell is selected, it is forever added to that delver’s spell list and can be cast just like any other spell he knows.

Evasion (Ex): At 5th level and higher, a delver can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the delver is wearing light armor or no armor. A helpless delver does not gain the benefit of evasion.

Special Ability: On attaining 9th level, and again at 13th, 17th, and 20th level, a delver gains a special ability of his choice from among the following options.
  • Acrobatic Charge (Ex): A delver with this ability can charge in situations where others cannot. He may charge over difficult terrain that normally slows movement or allies blocking his path. This ability enables him to run down steep stairs, leap down from a balcony, or to tumble over tables to get to his target. Depending on the circumstance, he may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.
  • Another Day (Ex): Once per day, when the delver would be reduced to 0 or fewer hit points by a melee attack, he can take a 5-foot step as an immediate action. If the movement takes him out of the reach of the attack, he takes no damage from the attack. The delver is staggered for 1 round on his next turn.
  • Damage Reduction (Ex): The delver gains Damage Reduction equal to his class level divided by four, rounded down (DR:2/- up to 11th level, DR:3/- up to 15th level, DR:4/- up to 19th level, ad DR:5/- at 20th level). Subtract the DR amount from the damage the delver takes each time he is dealt damage from a weapon or a natural attack. Damage reduction can reduce damage to 0 but not below 0.
  • Danger Sense (Ex): A delver with this ability is uncannily aware of hidden dangers giving him a number of advantages. First, whenever the delver comes within 10 feet of a trap, he receives an immediate Search check to notice the trap. This check should be made in secret by the GM. Second, he receives a +4 insight bonus to both Reflex saves to avoid traps and his Armor Class against attacks by traps. Finally, whenever a check is called for to avoid surprise, the delver gets two rolls and takes the better roll of the two.
  • Improved Evasion (Ex): This ability works like evasion, except that while the delver still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless delver does not gain the benefit of improved evasion.
  • Improved Uncanny Dodge (Ex): A delver can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. Also, he can no longer be flanked. This defense denies a rogue the ability to sneak attack the delver by flanking him, unless the attacker has at least four more rogue levels than he has delver levels. If a character has an uncanny dodge ability from a second class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
  • Lucky (Ex): Once per day, a delver with this ability may reroll any failed attack roll, skill check, ability check, or saving throw. The character must take the result of the reroll, even if it’s worse than the original roll.
  • Mettle (Ex): The delver can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping delver does not gain the benefit of mettle.
  • Opportunist (Ex): Once per round, the delver can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the delver’s attack of opportunity for that round. Even a delver with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
  • Redirect Attack (Ex): Once per day, when a delver with this ability is hit with a melee attack, he can redirect the attack to strike at an adjacent creature with a free action. The creature targeted must be within melee reach of the attack that hit the delver, and the creature that made the attack against the delver must make a new attack roll against the new target.
  • Skill Mastery: The delver becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. A delver may gain this special ability multiple times, selecting additional skills for it to apply to each time.
  • Slippery Mind (Ex): This ability represents the delver’s ability to wriggle free from magical effects that would otherwise control or compel him. If a delver with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.

Spell List

0-LEVEL DELVER SPELLS
Dancing Lights, Detect Magic, Detect Poison, Know Direction, Mage Hand, Mending, Prestidigitation, Read magic, Resistance

1st LEVEL DELVER SPELLS
Alarm, Animate Rope, Comprehend Languages, Detect Secret Doors, Endure Elements, Expeditious Retreat, Feather Fall, Identify, Magic Missile, Magic Weapon, Sleep, Spider Climb, Tensor’s Floating Disk, Unseen Servant

2nd LEVEL DELVER SPELLS
Alter Self, Continual Flame, Delay Poison, Glitterdust, Invisibility, Knock, Levitate, Locate Object, Make Whole, Minor Image, Mirror Image, Produce Flame, Resist Elements, Rope Trick, See Invisible, Shatter, Silence, Tasha's Hideous Laughter, Tongues, Web

3rd LEVEL DELVER SPELLS
Arcane Eye, Arcane Sight, Clairaudience/clairvoyance, Create Food and Water, Dispel Magic, Gaseous Form Greater Magic Weapon, Haste, Leomund’s Tiny Hut, Magic Circle vs. “X”, Major Image, Minor Creation, Phantom Steed, Scrying, Shrink Item, Speak with Dead, Status, Stone Shape, Summon Nature's Ally III, Water breathing

4th LEVEL DELVER SPELLS
Dimension Door, Divination, Evard's Black Tentacles, Fabricate, Freedom of Movement, Improved Invisibility, Legend Lore, Leomund’s Secure Shelter, Locate Creature, Neutralize Poison, Prying Eyes, Solid Fog

5th LEVEL DELVER SPELLS
Bigby's Interposing Hand, Break Enchantment, Major Creation, Passwall, Persistent Image, Rary’s Telepathic Bond, Sending, Telekinesis, Teleport, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Stone

6th LEVEL DELVER SPELLS
Animate Objects, Bigby's Forceful Hand, Blade Barrier, Find the Path, Greater Scrying, Mass Haste, Summon Nature's Ally VI, Stonetell

7th LEVEL DELVER SPELLS
Bigby's Grasping Hand, Ethereal Jaunt, Greater Arcane Sight, Invisibility, Mass, Mordenkainen's Magnificent Mansion, Plane Shift, Project Image, Vision

8th LEVEL DELVER SPELLS
Bigby's Clenched Fist, Discern Location, Greater Prying Eyes, Mind Blank, Moment of Prescience, Otto's Irresistible Dance

9th LEVEL DELVER SPELLS
Bigby's Crushing Hand, Etherealness, Foresight, Hold Monster (Mass), Prismatic Sphere, Summon Nature's Ally IX
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PS- to whichever mod or system function added the bannination notes to this thread link- Yeah, I think the "PEACH" acronym is goofy as heck too BUT it's at least useful as an instantly (to most) recognized shorthand for what it stands for. Can you think of another way to imply the "please examine and critique honestly" message in a way that fits inside the limited space of a message title while still having room for a message title? :p
 

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Sekhmet

First Post
Right off the bat I see poor BAB, full spell casting, and armored casting.
Reading further, spell lists are dramatically reduced, but I notice you jump around with summons. Summon 3, 6, and 9 only; which makes no sense at all to me. Only see one Evocation spell, which makes me wonder why there is even that one.
Five additional spells of Wiz/Sorc greatly increase his viability as a caster (which wasn't bad to begin with).

It seems like what you've done is give a Sorcerer (with additional spells known) a handful of rogue qualities, more HP, and pulled a lot of fluff spells out of his list without really weakening his casting as a whole.

My usual method of determining how powerful a class is will not work with this character, as there is no physical combatant that could possibly defeat him, and he ties a Wizard/Sorcerer/Druid/Cleric.
This class makes Rogues useless, and non-Delver offensive casters are at a loss as well (though not useless by any means).
 

Dandu

First Post
Right off the bat I see poor BAB, full spell casting, and armored casting.
So... like a Beguiler, then.

Reading further, spell lists are dramatically reduced, but I notice you jump around with summons. Summon 3, 6, and 9 only; which makes no sense at all to me. Only see one Evocation spell, which makes me wonder why there is even that one.
Spell list wise, it does seem a bit schizophrenic. The Warmage, Beguiler, and Dread Necromancer had a tight theme around which to base their spells. This class needs to work on that. It's supposed to be a utility based caster... but it does get a rather lot of battlefield control spells.

My usual method of determining how powerful a class is will not work with this character, as there is no physical combatant that could possibly defeat him
Like pretty much every other full spellcaster, then.

and he ties a Wizard/Sorcerer/Druid/Cleric.
Eh, I'd place it at around Tier 3, along with Beguiler, and Dread Necromancer. (Sorcerer is Tier 2, Wizard/Druid/Cleric is Tier 1.)

This class makes Rogues useless, and non-Delver offensive casters are at a loss as well (though not useless by any means).
Please elaborate on the latter statement.
 
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FoxWander

Adventurer
Well the theme of the spell list is supposed to be utility. It's inherently difficult to have a tight focus with that ideal but the overall effect of the list should reflect it. And it supports the class's focus on being a professional adventurer type. Like I said it's a reworking of the beguiler/warmage type caster so if the class abilities and spell list make the delver feel balanced with those classes then I've hit my mark.

I'm at a loss why someone would say this class makes a rogue "useless". Arguably the main strength of a rogue is the ability to deal out sneak attack damage- which this class can't possible match. A delver may fill the "skill monkey" role like a rogue does but there are several classes that do that as well. The delver was designed to only be an option between melee damage or overall utility.

I'm also wondering about the "there is no physical combatant that could possibly defeat him" comment. Huh? That sounds like a statement reserved for tier 1 casters- which I certainly hope my delver doesn't come across like. My intent was to for a balanced and useful class. If I've somehow missed that mark please show me.

Spell list wise, it does seem a bit schizophrenic. The Warmage, Beguiler, and Dread Necromancer had a tight theme around which to base their spells. This class needs to work on that. It's supposed to be a utility based caster... but it does get a rather lot of battlefield control spells.
Any suggestions on fixing the spell list? What are the spells that seem the most problematic or don't seem to fit?
 

Dandu

First Post
Web, Tentacles, and Solid Fog are great at battlefield control, but they don't seem like utility spells unless your campaign involves an inordinate about of unusually flexible Japanese school girls.
 

Sekhmet

First Post
Please elaborate on the latter statement.

Non-Delver arcane casters have only damage to add, considering the Delver can control, subdue, and summon, combat-wise. While I understand damage is a role that arcane casters excel at, I've never felt that it should be their only role.

FoxWander said:
I'm at a loss why someone would say this class makes a rogue "useless". Arguably the main strength of a rogue is the ability to deal out sneak attack damage- which this class can't possible match. A delver may fill the "skill monkey" role like a rogue does but there are several classes that do that as well. The delver was designed to only be an option between melee damage or overall utility.

I'm also wondering about the "there is no physical combatant that could possibly defeat him" comment. Huh? That sounds like a statement reserved for tier 1 casters- which I certainly hope my delver doesn't come across like. My intent was to for a balanced and useful class. If I've somehow missed that mark please show me.

I don't think a rogue is really there for damage output. His main focus is around dungeoneering, traps, and skills, not around combat. Although he is not exactly bad at it, he isn't a group staple because he can backstab for quintuple damage (or how ever many d6 extra). The Delver takes care of anything you might need the rogue for, and yes, I know there are several classes that do that anyway.
There are classes that make Fighters useless as well (ToB, anyone?), I was just giving you my initial opinion on what you presented to me.

As for the physical combatant vs. Delver scenario, I typically run any new class against a physical combatant to determine how "strong" that class is. If the new class beats the physical combatant every time, I consider what it has that gives it that edge.
At lower levels, the physical combatant would probably win at least 6/10 times, depending on rolls. At mid levels (especially if Delver is eligible for metamagic feats), it would be much closer to a tie every fight, depending on the scenario the fight took place at.

At high levels, Delver would win the vast majority of the time, without some lucky rolls on the side of the fighter type.
 

Sekhmet

First Post
Eh, I'd place it at around Tier 3, along with Beguiler, and Dread Necromancer. (Sorcerer is Tier 2, Wizard/Druid/Cleric is Tier 1.).

To avoid confusion with my usual gaming groups (who do not understand how to play the Power Three, or the differences between the full casters) I typically say "Cleric/Druid/Sorcerer/Wizard" to define any "Man Who Can Summon Angels and the BMX Bandit" scenario to them, and they just seem to get it.

The point is that full casters generally have the ability to make any other class more-or-less obsolete, and I have a feeling that you understand it all too well.
 

FoxWander

Adventurer
Non-Delver arcane casters have only damage to add, considering the Delver can control, subdue, and summon, combat-wise. While I understand damage is a role that arcane casters excel at, I've never felt that it should be their only role.
I think I need to tweak the spell list a bit. While I don't want his spells to be useless in combat, I think right now it may be a bit too good. I'm sure I can round out the spell list with more appropriate spells if I go outside the PHB. I didn't do that before because I didn't want to be overwhelmed with too many good spells to fill the limited slots I had. I tried to keep it at the same number as the B/WM/DN I was basing it on.


As for the "Non-Delver arcane casters have only damage to add"... I don't know what to make of that without derailing my own thread. As a quick aside- If your player's casters are only contributing damage they need to read LogicNinja's guide to Batman Wizards as a start. My experience with playing wizards has been the quintessential Angel-summoner vs. BMX Bandit problem. I'm constantly having to hold back on what I can do so I don't outshine literally the entire party- and that's without throwing a single direct damage spell! But that's a topic for a whole other thread.


I don't think a rogue is really there for damage output. His main focus is around dungeoneering, traps, and skills, not around combat. Although he is not exactly bad at it, he isn't a group staple because he can backstab for quintuple damage (or how ever many d6 extra). The Delver takes care of anything you might need the rogue for, and yes, I know there are several classes that do that anyway.
There are classes that make Fighters useless as well (ToB, anyone?), I was just giving you my initial opinion on what you presented to me.
Fair enough- I hope I didn't come off as antagonistic. This is a class idea that's been brewing in my head for quite a while so I may have been overly defensive.

My main concern with a new class would be the 'why would anyone play X when they can play THIS' problem. If all the delver does is replace the rogue's role in the party that's not necessarily a bad thing. One of the classes I based the delver on, beguiler, also fills the "trapfinder/skill" role without making the rogue superfluous. There are countless classes to fill any particular party role. By "useless" I thought you were implying that a delver makes a rogue completely worthless. Would the answer to 'why would anyone play a rogue when they could play a delver' be- 'they wouldn't'? I don't think so. If one wants to be all stabby in combat, in addition to be trapfinder/skill guy- then rogue is certainly at or near the top of that class list... along with the other stabby trapfinders.


As for the physical combatant vs. Delver scenario, I typically run any new class against a physical combatant to determine how "strong" that class is. If the new class beats the physical combatant every time, I consider what it has that gives it that edge.
At lower levels, the physical combatant would probably win at least 6/10 times, depending on rolls. At mid levels (especially if Delver is eligible for metamagic feats), it would be much closer to a tie every fight, depending on the scenario the fight took place at.

At high levels, Delver would win the vast majority of the time, without some lucky rolls on the side of the fighter type.
This is good- thanks for providing this info. But again I'm not sure if the results you got are a bad thing. That would be about what I would expect with ANY caster vs. a physical combatant. Its AS vs. BMX again
 


Dandu

First Post
Focus on things like Knock, Alarm, Floating Disk, Prying Eyes, Telekinesis, and Telepathic bond, perhaps? Those seemed much more thematically appropriate compared to things like Teleport, Speak with Dead, Hideous Laughter, and etc.

Basically, the spells you'd cast to get around a dungeon, not necessarily the spells you cast to win a battle inside a dungeon.
 
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